I was a big fan of Vectorman back when it first came out. Around that time, I bought a used Sega Genesis from a friend (my first), and I rented a copy from Vectorman from Blockbuster (or did I rent an entire Genesis itself first — my memory is hazy on that point). I was blown away by Vectorman’s fluid animations, great sound effects and music, and tight overall feel of the game. I still think Vectorman is one of the best games on the Genesis.

This ad comes from Wizard (the comic book magazine), and in a two-page spread, it took up one whole page on the left and about a third of the page on the right. I have cropped out the remaining 2/3 of the right page which was unrelated to the ad.

That right portion, by the way, describes Sega’s “Play to Win” contest that tied into the game. Apparently, certain randomly distributed Vectorman cartridges contained in-game messages that advised the player to call a phone number and claim a prize. The top prize was $25,000 and some other perks, which you can read about on Wikipedia. The contest was a clever way to entice people to play the game at a time when 16-bit systems were on the way out.

[ From Wizard, December 1995, p.10-11 ]

Discussion Topic: In your opinion, which Sega Genesis game had the best graphics?

The NFL really needs to do something about these bone-crunching incidents

People seem to be talking about football a lot these days, and I’m not quite sure why. To appease the raving hordes, I thought I’d throw out a Football retro scan. In this case, it’s for Super High Impact on the Sega Genesis.

I’ve never been a fan of Football video games in general — my favorite is probably still Tecmo Bowl for the NES. Nostalgia for that game’s intro music alone is enough to get me to play it a couple times a year.

[ From Video Games & Computer Entertainment, November 1992, p.15 ]

Discussion Topic of the Week: What’s your all-time favorite American football video game from the pre-32-bit era?

This is a rather famous early ad for the Sega Genesis that I have never featured until now. It played upon the dramatic graphical differences between the Genesis and the NES, claiming “Genesis Does What Nintendon’t.”

It’s worth emphasizing that Sega is comparing its console to the 8-bit NES here, and not the Super NES — Nintendo’s 16-bit machine had not yet been released in the US, allowing Sega to get a jump on the next generation in the American market.

[ From Video Games & Computer Entertainment, January 1991, p.50-51]

Discussion Topic of the Week: What year did you first get a Sega Genesis? What were your first games for it?

The Super NES / Genesis era coincided with a second golden age of third-party video game controllers and peripherals (the first golden age being the Atari 2600 era). If you browse through the Retro Scan archives, I’m sure you’ll see quite a few.

One of the stand-out gimmicks of this era arrived courtesy of Triax Technologies: the Turbo Touch 360. Representing a series of controllers for various platforms (SNES, Genesis, and NES with IBM planned, but I’m uncertain if it launched), the Turbo Touch line relied on a touch-sensitive pad in lieu of a traditional D-pad.

Using the touch pad, you didn’t have to physically push down on the D-pad to register movements; instead, you lightly slid your finger over the cross-shaped touch pad, sort of like a laptop touch pad. Ideally, this should result in quicker movements, but it could also result in more errors.

There was another supposed benefit to the touch pad technology as well. This 1993 Chicago Tribune article positions the Turbo Touch as a cure for game-induced thumb blisters (at the suggestion of Triax’s marketing staff, as the article suggests).

I’ve heard a lot about people getting thumb blisters over the years while playing video games, but I’ve never actually seen it happen. That’s because I’ve only heard about it through game peripheral advertisements. Such blisters are plausible, of course, but you’d have to push down on the D-pad very hard and rub it around over a long period of time. Maybe my thumb skin is just tough or something, but it’s never been a problem for me.

(Full disclosure: I did get a blister in the middle palm of my hand by rapidly rotating a Suncom Slik Stick over and over for about an hour while playing Decathlon for the Atari 2600 in the early 1990s)

I’m not saying that no one ever got a thumb blister from playing a video game, of course (do a Google search) — just that it wasn’t the epidemic that companies like Triax have led us to believe.

Call me skeptical, but I wouldn’t be surprised if the the video game thumb blister meme originated as a marketing angle in an era that aimed to be loud, raw, and edgy (think “Play it Loud“, Sega scream, etc.). What could be edgier than actually getting physically injured while playing video games? That’s intense!

I actually own a Turbo Touch 360 pad for the Genesis that I never got around to trying for some reason (I bought it at a thrift store when my Genesis was packed away). Right now I have no idea where it is. Perhaps I should dig it out and put the promise of touch-fueled gameplay to the test.

[ From EGM or GamePro, circa 1993]

(I scanned this back in 2006, at a time before I wrote down the publication source and page number of every scan. I’m sure it came from a 1993 issue of EGM or GamePro. When I run across the ad again, I’ll update this post accordingly.)

Discussion Topic of the Week: Have you ever gotten a blister from playing video games? Tell us how it happened.

Since its debut in late 1994, the Sega Channel remains one of the most fascinating footnotes of video game history. Essentially, the system had two components: a hardware cartridge that a customer plugged into his or her Sega Genesis, and a premium subscription cable TV service (usually $14.95 a month) that provided a selection of games the customer could download.

Games, when downloaded, were saved temporarily to DRAM in the cartridge (which lost its contents when the system was powered off), and the customer could download up to 50 games a month. The service also provided news about video game releases in the form of text displayed on the screen. The information transfer was one-way, however, so Sega Channel could not provide truly interactive online content.

When news of the Sega Channel first hit, I called my local cable company as the ad suggests. Unfortunately, we never received Sega Channel service in our area, so I didn’t get to try it out myself.

[ From Electronic Gaming Monthly, September 1995, p.39 ]

Discussion Topic of the Week: Did you ever subscribe to Sega Channel? Tell us about your experiences.

I bought a Sega 32X for $30 new in 1995 or ’96 at Toys”R”Us. They were on clearance because nobody wanted them. (I also bought a Virtual Boy for $30 this way around the same time.) There were good reasons why no one wanted them: chiefly, because better machines like the PlayStation and Saturn were out there, and most games for the 32X weren’t very good.

Still, I have a soft spot for this system. It touches some fundamental nerdy part of me that likes convoluted electronic expansion modules — it means more to collect, and more to mess with. I have a bunch of 32X games, perhaps even half of the entire library for that system, but I rarely play any of them. I seem to recall the Star Wars Arcade title being pretty good for it. Virtua Racing wasn’t half bad either.

By the way, the only explanation I can muster for the inclusion of the keyhole in the ad above is that it’s some sort of sexual metaphor, much like those found in Sega’s other 32X ads at the time (See “The Sega Mating Game,” Retro Scan of the Week, 2008). In other words, I guess we’re spying on a Genesis and a 32X having electronic intercourse.

[ From Electronic Gaming Monthly, November 1994, p.180 ]

Discussion Topic of the Week: In an alternate universe where there was no Sega Saturn, do you think the 32X could have held its own against the competition for a few years?

Splatterhouse 3 is by far my favorite entry in the Splatterhouse series. The other two just don’t cut it for some reason. I prefer Splatterhouse 3’s room-based approach to the game, and its controls are pretty good. It incorporates an on-screen map too, which makes it feel more like an adventure game.

Happy Halloween, by the way!

[ From Electronic Gaming Monthly, November 1993 ]

Discussion Topic of the Week: What’s the goriest video game you’ve ever played?

When I first saw this ad in EGM around 1992-93, I wanted one of these modems so bad. I was hugely into BBSes and computer telecommunications at the time, and the thought of using one on a console to play games with friends was awesome. My best friend called my BBS, and my imagination went wild thinking about all the fun we could have with a pair of these modems. That is, assuming the games were good.

Eventually, I convinced my mom to call Baton (being a about 11 or 12 years old then) to see if she could order one, but by that time either the phone number was already disconnected, or she didn’t get an answer. Or maybe she did talk to somebody — my memory’s fuzzy on that point. I was hugely disappointed. Crushed. The Teleplay modems never showed up in stores and I never heard anything about them again.

I did get excited when Xband modems came out some years later (for the SNES and Genesis), but I found the experience with their service somewhat lacking. I wanted a direct player-to-player connection with no game broker or middle man.

For more on the story behind the Baton Teleplay modem, check out Frank Cifaldi’s investigative piece at Lost Levels Online. I’m really glad he took the time to research the company so that their story isn’t completely lost to history.

Unfortunately, I forgot to document the issue number this ad appeared in when I scanned it some time ago.

If you use this image on your site, please support “Retro Scan of the Week” by giving us obvious credit for the original scan and entry. Thanks.